A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".
The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.
But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.
Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?
I got VC++ 2017 to install correctly by executing this from the Command-line:
VC_redist.x64.exe /quiet /norestart
This runs quickly to completion, with no dialog shown.
Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).
C:\Windows\System32\msf140*.dll files exist.
The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.
So maybe run_vc17redist_x64.bat needs to be changed to this?:
The DAZ response was: "Unfortunately, this product is a brokered product and is beyond our support boundaries. However, you can contact the broker regarding your issue."
I have attached my 2 VC++ installation Log files:
1) Failed attempt to install the (incorrect) Vista_MSU package
2) Successful attempt to install the (correct) Win7_MSU package
A MS VC++ 2017 installation dialog appears, says "Processing: WindowsVista_MSU_x64", and after about 5 minutes it stops and shows "0x80240017 - Unspecified error".
The "Programs and Features" Control-Panel app shows no VC++ 2017 ReDist installed.
But Fluidos is available in DAZ Studio, it does not report any missing .dlls, and completes the "First example" from the Manual OK.
Seems that VC++ 2017 runtime is not actually needed by Fluidos, provided you have e.g. VC++ 2013 runtime (System32\msf120*.dll) installed?
I got VC++ 2017 to install correctly by executing this from the Command-line:
VC_redist.x64.exe /quiet /norestart
This runs quickly to completion, with no dialog shown.
Its log file shows that it tried to install Windows7_MSU_x64 (as it should, instead of WindowsVista_MSU_x64).
C:\Windows\System32\msf140*.dll files exist.
The "Programs and Features" Control-Panel app shows VC++ 2017 ReDist is installed.
So maybe run_vc17redist_x64.bat needs to be changed to this?:
The DAZ response was: "Unfortunately, this product is a brokered product and is beyond our support boundaries. However, you can contact the broker regarding your issue."
I have attached my 2 VC++ installation Log files:
1) Failed attempt to install the (incorrect) Vista_MSU package
2) Successful attempt to install the (correct) Win7_MSU package
Hope this helps (somebody?) to fix the problem.
P.
Well, I think they misunderstand the problem.
However, I researched about this, and found that it's a Windows update issue since VC++ 2015 runtime:
I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.
I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.
What do you mean with "glitches"? I do such stuff all the time and the result is always good.
I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.
What do you mean with "glitches"? I do such stuff all the time and the result is always good.
Do you have a pic of the glitch?
It's the usual stuff, the fluid goes through the glass and spreads outside around it. Not the whole fluid, but some parts of it. Do you have some examples what kind of mesh and setting you use to prevent that? Sorry that I can't provide a picture now, usually this takes a while to simulate fluids with small particle sizes. I don't have the time at the moment.
There's an option, "Thicken" on the prop's Fluidos tab, but I think it won't help in your situation.
The problem is caused by the thickness of the prop you are using, the walls are too thin and the domain can't place them correctly in the grid. Try reducing a bit the Grid Size, so the domain can find it more easily.
There's an option, "Thicken" on the prop's Fluidos tab, but I think it won't help in your situation.
The problem is caused by the thickness of the prop you are using, the walls are too thin and the domain can't place them correctly in the grid. Try reducing a bit the Grid Size, so the domain can find it more easily.
Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.
Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.
Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.
Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.
Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.
I tried multiple assets. All had the issues, some more some less. I used a glass from a i13 scenery and at it's original size it was leaking. After increasing the size of the glass the result was pretty realistic.
Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.
Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.
I tried multiple assets. All had the issues, some more some less. I used a glass from a i13 scenery and at it's original size it was leaking. After increasing the size of the glass the result was pretty realistic.
If increasing the size of glass avoids or reduces the fluids leaking, then the glass mesh is in fact closed. The problem is that the walls are too tiny so the plugin can't detect properly if the cell size is greater or similar than the glass width.
Thicken property can help, but it could produce ugly effects with relative large cell size. So, reducing cell size and thicken the glass is better.
Instead thicken property you can create a Geometry shell for the glass and use the Offset distance property of shell. The shell must be directly or indirectly parented to the Domain, and its Fluidos Object type property must be set to Solid Obstacle.
For avoid leakings purpose, reducing the cell size is equivalent to upscale the glass.
Have you thought of a new product/addon-on for Fluidos with a lot of presets for stuff like a shower, rain, a beach, ocean....?
Or a lot of props (like a glass, a shower cabine) which are Fluido optmized?
Yes, I've been thinking about the presets product since a few days ago. Besides this, I hope that other PAs will include Fluidos presets in some of their magnific products.
By the way, there is an add-on for Fluidos I submitted to DAZ. It's testing process. This add-on helps to set up quickly Fluidos scenes. Also, the user can create jets with precise trajectories. It can prepare any open-mesh terrain (or many others similar superficial objects) to be usable in simulations. And check a Fluidos scene for possible issues.
If you ever find a way to make thin glasses/bottles work better in Fluidos (beyond making the cells much smaller), I'd be very interested. Maybe some way to add directional thickness or something.
If you ever find a way to make thin glasses/bottles work better in Fluidos (beyond making the cells much smaller), I'd be very interested. Maybe some way to add directional thickness or something.
Did you tried the thicken property of solid obstacles? Another option is to add a Geometry shell.
In each case the surface was projected inward as well as outward, so didn't look right at all, even assuming I wasn't still getting clipping.
Again, if there was some way to thicken only outward or to somehow define a more firm barrier, that might do it. As it is, though, I found myself unable to get 'liquid in a bottle' to work at all.
Comments
Anytime, with FLUIDOS !
Ummm... The v1.2 installer still has this problem, so I submitted a ticket to DAZ: https://helpdaz.zendesk.com/hc/en-us/requests/285181
The DAZ response was: "Unfortunately, this product is a brokered product and is beyond our support boundaries.
However, you can contact the broker regarding your issue."
I have attached my 2 VC++ installation Log files:
1) Failed attempt to install the (incorrect) Vista_MSU package
2) Successful attempt to install the (correct) Win7_MSU package
Hope this helps (somebody?) to fix the problem.
P.
Well, I think they misunderstand the problem.
However, I researched about this, and found that it's a Windows update issue since VC++ 2015 runtime:
https://stackoverflow.com/questions/31536606/while-installing-vc-redist-x64-exe-getting-error-failed-to-configure-per-machi
https://social.msdn.microsoft.com/Forums/vstudio/en-US/52917003-cbb9-489f-bd47-2b46e9b56744/please-see-this-and-help-me-installing-microsoft-visual-c-2015-redistributablex86-14023026?forum=vssetup
https://social.technet.microsoft.com/Forums/en-US/b9cf664b-5c5b-4cf0-9764-26a2ffc3735a/solved-failing-to-install-visual-c-redistributable-for-visual-studio-2015?forum=posready
Besides your solution, this update should solve the issue:
Thank you.
Ah... No surprise there!
Thanks for doing that research.
Thank you for the logs, they were very helpful.
This is an example of Variable Viscosity in Fluidos for Daz Studio v1.2
In the video are the settings.
I'm curious, did someone figure out yet how to pour fluids into a glas without any glitches? I can't figure out how to do it. I tried reducing the particle size and increase the mesh density, but nothing resulted into useable results.
What do you mean with "glitches"? I do such stuff all the time and the result is always good.
Do you have a pic of the glitch?
It's the usual stuff, the fluid goes through the glass and spreads outside around it. Not the whole fluid, but some parts of it. Do you have some examples what kind of mesh and setting you use to prevent that? Sorry that I can't provide a picture now, usually this takes a while to simulate fluids with small particle sizes. I don't have the time at the moment.
There's an option, "Thicken" on the prop's Fluidos tab, but I think it won't help in your situation.
The problem is caused by the thickness of the prop you are using, the walls are too thin and the domain can't place them correctly in the grid. Try reducing a bit the Grid Size, so the domain can find it more easily.
Thanks for your advice. I couldn't fix it with your mentioned techniques though. Especially thicken the mesh has some really weird results. I figured out that upscaling of objects helps a lot. It needs way more simulation time but the result gets better if the object is bigger.
Which glass are you using? Perhaps it isn't a closed mesh so the fluids leaks.
I tried multiple assets. All had the issues, some more some less. I used a glass from a i13 scenery and at it's original size it was leaking. After increasing the size of the glass the result was pretty realistic.
If increasing the size of glass avoids or reduces the fluids leaking, then the glass mesh is in fact closed. The problem is that the walls are too tiny so the plugin can't detect properly if the cell size is greater or similar than the glass width.
Thicken property can help, but it could produce ugly effects with relative large cell size. So, reducing cell size and thicken the glass is better.
Instead thicken property you can create a Geometry shell for the glass and use the Offset distance property of shell. The shell must be directly or indirectly parented to the Domain, and its Fluidos Object type property must be set to Solid Obstacle.
For avoid leakings purpose, reducing the cell size is equivalent to upscale the glass.
This is an example of use of Directional Forces, with settings.
This is an example of the new features of the cuboid type FLUIDOS Source, with settings.
Looks nice. I got a question: Would it be possible to implement a feature using object shapes as fluid source?
Yes. In fact, this feature is planned for the next update.
*drools profusely*
Do want! (づ⚆0⚆)づ
@Alberto
Have you thought of a new product/addon-on for Fluidos with a lot of presets for stuff like a shower, rain, a beach, ocean....?
Or a lot of props (like a glass, a shower cabine) which are Fluido optmized?
That's awesome to hear!
Yes, I've been thinking about the presets product since a few days ago. Besides this, I hope that other PAs will include Fluidos presets in some of their magnific products.
By the way, there is an add-on for Fluidos I submitted to DAZ. It's testing process. This add-on helps to set up quickly Fluidos scenes. Also, the user can create jets with precise trajectories. It can prepare any open-mesh terrain (or many others similar superficial objects) to be usable in simulations. And check a Fluidos scene for possible issues.
- Ignore, repeat post
It looks like a great product, but I'm currently running into some issues.
I've attached a render of frame 39 for Fluidos Scene 1. All settings were at default. Fluidos Scene 2 doesn't appear to work at all for me.
Currently running a Nvidia GTX 980 (driver version 411.63) and no onboard GPU.
Sorry about this, but any help would be greatly appreciated.
Did you set to OFF the Preview property of the Fluidos Mesher?
No, Just tried it again with it off and it worked like a dream... Doh, sorry, thanks for the quick help!
Soon, FLUIDOS for Daz Studio on Mac
If you ever find a way to make thin glasses/bottles work better in Fluidos (beyond making the cells much smaller), I'd be very interested. Maybe some way to add directional thickness or something.
Did you tried the thicken property of solid obstacles? Another option is to add a Geometry shell.
In each case the surface was projected inward as well as outward, so didn't look right at all, even assuming I wasn't still getting clipping.
Again, if there was some way to thicken only outward or to somehow define a more firm barrier, that might do it. As it is, though, I found myself unable to get 'liquid in a bottle' to work at all.